Adjust the vertexes at the edge of the band near the belly to make the ends curvy (Fig.15).

Fig.15

Select the edge loop at the interior edge and outer edge of each band and chamfer it slightly with the Chamfer tool in Edit Poly mode (Edge Sub-Object mode).

Create a tight loop at the edge of the shell (Fig.16). Then apply a Shell modifier to add depth to the shell (about 0.0015m to the inside and outside). In the Shell modifier options enable the Override Inner Mat ID and set it to two; also enable the Override Outer and Edge Mat IDs and set them to one. This will allow us to easily separate the interior of the shell in ZBrush as it will accept the material IDs as polygroups while importing. We also want to use the Turbo Smooth modifier with two iterations to subdivide the surface. The result of subdividing a surface in ZBrush or 3ds Max produces different results, so I have opted to divide it in 3ds Max first. Set the name of the shell to "shell".

Fig.16

Create a sphere, place it near the location of the eye and use a Symmetry modifier to create the other eye mirroring the first one. Name this object "eyes" (Fig.17). Select the eyes and the shell and choose GoZBrush from the GoZ menu.

Fig.17

Refining the Body

In ZBrush a new tool will be created containing the eyes and the shell as subtools. Select the shell subtool. Change to the tool with the armadillo body, click on Append and pick the shell from the object list. Go back to the imported tool and this time select the eyes subtool. Change to the tool with the armadillo body and append the eyes. You should now have a tool that contains the body, bottle, eyes and shell (Fig.18).